Classification of activity derived from multiple locations

ABSTRACT

The invention provides a method of analyzing a sporting activity comprising receiving location data associated to a first player; receiving location data associated to a game object; receiving location data associated to a second player; determining a relative location of the first player in (5) relation to the game object location and the second player location, at least partly from the received location data associated to the first player, the game object and/or the second player; comparing the determined relative location of the first player with a set of reference relative locations of the first player; and determining a match between the determined relative location of the first player and at least one reference relative location of the first player. Other aspects of the (10) invention provide a classification system.

FIELD OF INVENTION

The invention relates to exercise and/or activity monitoring and inparticular to the classification and analysis of activity/exercise datafor field or court team sports like Soccer, Rugby union and league,Basketball, Hockey, American Football, Lacrosse, and Handball.

BACKGROUND

Exercise and activity devices that measure biometric and environmentaldata for field team sports such as heart rate, speed, stride rate,altitude, temperature, power, distance per stride, location,acceleration, direction the user is facing, distance, time and otherparameters currently exist. This data is displayed on a watch or devicescreen, or logged on a data recorder.

There are also video logging systems where occurrences within a recordedgame can be identified and labelled manually by an expert coach forlater use in demonstrating various situations to players.

The state of the art has developed further where multiple video camerascan be pointed at a playing field for soccer or a court for basketballas examples and algorithms can triangulate the location of each playerand the ball on the field many times a second for an entire game.

Still further advancements have occurred where data on the location andother physical, physiological and environmental data which can also betransmitted from each player to a base station on the side of the fieldin real time.

There are now also sensors in the ball that can relay data to a basestation or to a user's watch during play.

The difficulty is that these systems generate hundreds of thousands ofdata points per player per game. For example, location sensing camerasystems generate location data at 25 frames per second; 135,000 datapoints for x axis and 135,000 y axis data points to locate a player fora 90 minute soccer match. GPS used in practice for team sports generate10,800 latitude and longitude data points during a practice per player.For an 11 man team that is 2,970,000 and 118,800 data pointsrespectively per team per game. Analysing a season of the EnglishPremier League consisting of 38 games amounts to 112,860,000 data pointsif no substitutes are used. Analysis and processing of this data is verytime consuming and very difficult to use in a real time situation.

Faced with this amount of data most coaches and sports analysts do notuse or use very little information supplied by sports statisticscompanies.

There have been a number of patents and patent applications aroundtrying to solve this problem and problems like it.

Orenstein in U.S. Pat. No. 6,270,433 discloses a system forautomatically determining the occurrence of off side which involvesdetection of players relative to one another and the ball in theconfines of a soccer field. This system is specifically focused aroundusing player and object tracking technology to determine refereeassociated events such as the game object leaving the playing area andoff side infractions.

They are not associated to determining player or team performanceabilities.

Daver in U.S. Pat. No. 5,513,854 describes a system and process foracquiring and processing position and/or physical performance data ofone or more persons and a ball on a game field. The system discloses asystem for capturing in real time, the instantaneous position ofmultiple players and a ball using transmitters on the ball andindividual players. Together with digital imaging of the ball andplayers, it creates a set of digital values that describes theperformances of every player based on their position and trajectory dataover time. The patent also discloses the display of values andstatistics on an interface.

While Daver determines the performances of every player, this does notuse preconfigured automatic classifications to determine performance andis focused on physical performances rather than skills.

Min describes a system and process in WO 01/88826 for acquiring andprocessing position and/or physical performance of one or more personson a game field. The system uses soccer game record data that isconverted to location data for graphical display. Also disclosed is theselection of specific time periods by a user and the output of userdefined formats such as name/number of the player passing or receivingthe ball, type of pass, kind of event, goal success or fail and positionof the player before shooting.

Min discloses post match analysis based on user selections of timeperiods and analysis types. Team sports ‘events’ are determined but thisis post match and manual and does not use preconfigured automaticclassifications to determine performance.

In WO 2008/033338, Aman describes a system and method for automaticallydetermining the states of game object possession for sporting contests.The intended use is to determine possession and possession flow withinsporting contests. This is achieved through the determination oflocation of each player and the game object such as a ball on theplaying area such as a playing field, rink, or court. This together withdetermining the state of play within a specific area and within aspecific radius of each player. Statistics are automatically presentedconcerning possession events related to the location of each player.

This system discloses determination of possession and statistics relatedto changes in game possession of the game object.

It does not automatically identify skill events based on preconfiguredclassifications of multiple location thresholds of multiple players anda game object like a ball or puck.

Seacat in US 2008/0140233 discloses a method and apparatus for analysingteam effectiveness based on information from an ongoing sports game. Thesystem automatically analyses team effectiveness by transmittinglocation data on at least some of the players to a computer whichprocesses the data in real time.

This system is focused on team effectiveness rather than the skillclassification of an individual player within a team.

In U.S. Pat. No. 7,580,912, Carlbon describes a performance data miningsystem combining sensor and other data to discover interesting patternsand rules for performance. The system processes data captured during andassociated with an event, where data comprises motion data of one ormore objects and people to discover one or more attributes of theobjects or people that are associated with the outcome of the event. Theattributes are not predetermined to be associated with the outcome ofthe event and these attributes comprise style, strategy and performance.

This patent is focused on discovering the relationship betweenattributes and outcomes rather than classifying skills based onpre-determined parameters.

House describes in US 2010/0030350 a system for generating and analysinginformation for an athletic event. The system gathers data from multipleobjects including players and game objects such as balls or puckstogether with aspect data for objects such as location and motion anddetermines a data representation with respect to the aspects of thedifferent objects.

This system is focused on the relationship between aspects of multipleobjects to create statistics rather than classifying skills of anindividual player based on predetermined parameters.

The prior art does not use pre-determined classifications based onlocation pattern geo spatial groupings/relationships of multiple playersand the game object such as a ball or puck.

Further the state of the art does not refer to the automaticdetermination through predetermined classifications of an individualteam position or players skills with respect to the sports game beinganalysed.

Automated Classifications of various player skills within the teamdependent on a game situation save the coach, trainer or sports analystthe effort of working through the processing of large amounts of datamanually thus reducing time and effort.

Automated skill classification not only saves time but also meaningfulanalysis can be conducted in real time during a game or practice.

Automated skill classification augments coaching significantly. Coachingis primarily concerned with identifying the biggest performance problemsfor a player and setting ‘training’ to improve them. The higher thedegree of accuracy in diagnosing performance issues, the moreindividualised the future prescribed training activities with respect tothe player. This results in greater and more rapid the improvement ingame ability.

Coaches prefer to deal with issues that are ‘real’. They prefer to takegame events where possession, field position, tactical advantage orpoints were lost or gained and find out why they occurred.Classifications where each of these positive and negative situations iscompartmentalised with all the relevant data for more intense analysisas mentioned above is key to interpreting the many possible issues thatmay occur in a game.

If a game event occurs, ideally all data relevant to the situation iscaptured, analysed and interpreted to aid the coach.

While previous systems can be used to define assists, passes and goalsfor example, they are unable to automatically characterise the qualityof the assist, pass or goal. The point of this classification system isto look at team and player skills at a far more detailed level than theprevious state of the art

Without detailed identification of various game events like goals,assists, passes and tackles, statistics are produced but thesestatistics do not adequately characterise the quality of a playersskills.

Without a clear and detailed understanding of the quality of a player'sskills, it is difficult to make judgements on tactical scenarios realtime in-game and it is also very difficult to provide adequate coachingfeedback to players for training to promote performance improvement.

It is an object of the present invention to provide a method and systemfor enhancing classification and interpretation of activities that occurin team sports games by combining multiple game parameters mostparticularly distance that a player is from the ball and from otherplayers and their location on the field to provide a clearerdetermination of the physical, physiological, technical and tacticalaspects of team sports, or to at least provide the public with a usefulchoice.

SUMMARY OF THE INVENTION

In an embodiment the invention comprises method of analysing a sportingactivity. The method comprises receiving location data associated to afirst player; receiving location data associated to a game object;receiving location data associated to a second player; determining arelative location of the first player in relation to the game objectlocation and the second player location, at least partly from thereceived location data associated to the first player, the game objectand/or the second player; comparing the determined relative location ofthe first player with a set of reference relative locations of the firstplayer; and determining a match between the determined relative locationof the first player and at least one reference relative location of thefirst player.

The term “comprising” as used in this specification means “consisting atleast in part of”. When interpreting each statement in thisspecification that includes the term “comprising”, features other thanthat or those prefaced by the term may also be present. Related termssuch as “comprise” and “comprises” are to be interpreted in the samemanner.

Preferably the received location data associated to the first player,the game object, and/or the second player includes location data of thefirst player, the game object, and/or the second player respectively inrelation to a playing area.

Preferably the received location data associated to the first player,the game object, and/or the second player in relation to the playingarea comprises at least one set of location values within a coordinatesystem.

Preferably the playing area is generally rectangular in shape, theplaying area having four corners, the coordinate system centred on alocation of a corner of the playing area.

Preferably the at least one set of location values represents a locationin two dimensions in relation to a reference plane.

Preferably the at least one set of location values represents a locationin three dimensions in relation to a reference plane.

Preferably the relative location of the first player includes a distancebetween the first player and the second player.

Preferably the relative location of the first player includes a firstdistance between the first player and the second player at a firsttimestamp; and a second distance between the first player and the secondplayer at a second timestamp.

Preferably the relative location of the first player includes a changebetween the first distance and the second distance.

Preferably the relative location of the first player includes at leastone set of location values within a coordinate system centred on alocation of the second player in relation to the playing area.

Preferably the relative location of the first player includes a distancebetween the first player and the game object.

Preferably the relative location of the first player includes a firstdistance between the first player and the game object at a firsttimestamp; and a second distance between the first player and the gameobject at a second timestamp.

Preferably the relative location of the first player includes a changebetween the first distance and the second distance.

Preferably the relative location of the first player includes at leastone set of location values within a coordinate system centred on alocation of the game object in relation to the playing area.

Preferably the set of reference relative locations includes a pluralityof location values within a coordinate system.

Preferably the set of desired relative locations represents a set oflocation values within a threshold tolerance from a reference location.

Preferably the at least one reference relative location is associated toat least one desired relative location of the first player.

Preferably the at least one reference relative location is associated toat least one game event.

Preferably the first player is associated to a first team participatingin the sporting activity and the second player is associated to a secondteam participating in the sporting activity.

Preferably the first team and the second team are the same.

Preferably the first team and the second team are different.

Preferably the method further comprises receiving, in relation to thesporting activity, one or more of effort parameters; physiologicalstatus; postural status; biomechanical status; and environmental status.

Preferably the received location data associated to the first playerand/or second player includes data obtained from at least one deviceworn by the first player, the second player, or the first player andsecond player respectively.

Preferably the at least one device includes a memory configured to storelocation data.

Preferably the at least one device includes a transmitter configured totransmit location data to a base station.

Preferably the received location data associated to the first player,the second player, and/or the game object includes data obtained from aplurality of video cameras.

Preferably the received location data associated to the first player,the game object and/or the second player is associated to a livesporting activity.

Preferably the received location data associated to the first player,the game object and/or the second player is associated to an historicalsporting activity.

Preferably the game object comprises an object the possession of whichis desirable during the sporting activity.

Preferably the game object comprises a ball for use in a sportingactivity.

Preferably the game object comprises a puck for use in a sportingactivity.

In an embodiment the invention comprises a tangible computer readablemedium having stored thereon computer-executable instructions that, whenexecuted by a processor, cause the processor to perform at least onemethod described herein.

In an embodiment the invention comprises a classification system. Theclassification system comprises a display; a processor; and a tangiblecomputer readable medium having stored thereon computer-executableinstructions that, when executed by a processor, cause the processor toperform at least one method described herein.

In an embodiment the invention comprises a classification system. Thesystem comprises a data acquisition module adapted to receive locationdata associated to a first player; receive location data associated to agame object; and receive location data associated to a second player; aspatial engine adapted to determine a relative location of the firstplayer in relation to the game object location and the second playerlocation, at least partly from the received location data associated tothe first player, the game object and/or the second player; and aclassification engine adapted to compare the determined relativelocation of the first player with a set of reference relative locationsof the first player, and determine a match between the determinedrelative location of the first player and at least one referencerelative location of the first player.

Preferably the received location data associated to the first player,the game object, and/or the second player includes location data of thefirst player, the game object, and/or the second player respectively inrelation to a playing area.

Preferably the received location data associated to the first player,the game object, and/or the second player in relation to the playingarea comprises at least one set of location values within a coordinatesystem.

Preferably the playing area is generally rectangular in shape, theplaying area having four corners, the coordinate system centred on alocation of a corner of the playing area.

Preferably the at least one set of location values represents a locationin two dimensions in relation to a reference plane.

Preferably the at least one set of location values represents a locationin three dimensions in relation to a reference plane.

Preferably the relative location of the first player includes a distancebetween the first player and the second player.

Preferably the relative location of the first player includes a firstdistance between the first player and the second player at a firsttimestamp; and a second distance between the first player and the secondplayer at a second timestamp.

Preferably the relative location of the first player includes a changebetween the first distance and the second distance.

Preferably the relative location of the first player includes at leastone set of location values within a coordinate system centred on alocation of the second player in relation to the playing area.

Preferably the relative location of the first player includes a distancebetween the first player and the game object.

Preferably the relative location of the first player includes a firstdistance between the first player and the game object at a firsttimestamp; and a second distance between the first player and the gameobject at a second timestamp.

Preferably the relative location of the first player includes a changebetween the first distance and the second distance.

Preferably the relative location of the first player includes at leastone set of location values within a coordinate system centred on alocation of the game object in relation to the playing area.

Preferably the set of reference relative locations includes a pluralityof location values within a coordinate system.

Preferably the set of desired relative locations represents a set oflocation values within a threshold tolerance from a reference location.

Preferably the at least one reference relative location is associated toat least one desired relative location of the first player.

Preferably the at least one reference relative location is associated toat least one game event.

Preferably the first player is associated to a first team participatingin the sporting activity and the second player is associated to a secondteam participating in the sporting activity.

Preferably the first team and the second team are the same.

Preferably the first team and the second team are different.

Preferably the data acquisition module is further adapted to receive, inrelation to the sporting activity, one or more of effort parameters;physiological status; postural status; biomechanical status; andenvironmental status.

Preferably the received location data associated to the first playerand/or second player includes data obtained from at least one deviceworn by the first player, the second player, or the first player andsecond player respectively.

Preferably the at least one device includes a memory configured to storelocation data.

Preferably the at least one device includes a transmitter configured totransmit location data to a base station.

Preferably the received location data associated to the first player,the second player, and/or the game object includes data obtained from aplurality of video cameras.

Preferably the received location data associated to the first player,the game object and/or the second player is associated to a livesporting activity.

Preferably the received location data associated to the first player,the game object and/or the second player is associated to an historicalsporting activity.

Preferably the game object comprises an object the possession of whichis desirable during the sporting activity.

Preferably the game object comprises a ball for use in a sportingactivity.

Preferably the game object comprises a puck for use in a sportingactivity.

Described herein is a method of analysing sporting activity in teamsports comprising:

-   -   receiving location and ball possession data on more than one        player over a period of time or distance during a live or        historical sporting activity, said data relating to multiple        simultaneous location parameters of players and or the game        object within a playing area during the game,    -   and    -   utilising a classification system to identify one or more events        during the game based on the received activity data said data        characterising a first player and at least a second player and        game object locations in relation to one another within a        coordinate system, a classification system defining an activity        based on a set of threshold criteria with threshold tolerances        for a combination of multiple relative location parameters.

Preferably the data is received in multiple data streams of consecutivedata points, each stream relating to one of said monitored parameters,and utilizing said team sport classification system comprising:

-   -   a) comparing corresponding data points of two or more data        streams against the set of threshold criteria with threshold        tolerances for one or more activities,    -   b) identifying when the corresponding data points satisfy the        threshold criteria for an activity and if satisfied classifying        the corresponding data points under the activity, and    -   c) repeating steps a) and b) for other data points from the data        streams to identify the one or more activities performed during        the game or training session.

Preferably the step of utilizing the classification system furthercomprises grouping consecutive data points classified under the sameactivity to define an instance of the activity within the, live orhistorical sporting activity or training practice session, the number ofconsecutive data points being indicative of duration of the instance ofthe activity.

Preferably the step of utilizing the classification system is performedupon or after receiving the activity data for the entire historical gameor training practice session.

Alternatively the activity data is received during the live sportingactivity or game or training session and the step of utilizing theclassification system is performed simultaneously during the live gameor training session.

The activity data may be time, distance or location stamped by a user orsomeone externally during a game or training session to denote aninstance of an activity and said method comprises receiving one or moretime, distance or location stamped blocks of activity data and utilizingthe classification system to identify an activity performed during oneor more of the time, distance or location stamped blocks.

Preferably the multiple relative location parameters monitored are anycombination of two or more player locations, the game objects location,and the location of the player or game object on the playing area and/orthe possession of the game object.

Preferably the classification system monitors and analyses both teams.

Preferably measurements and classifications are made for both teams inboth attacking events and in a defensive context.

Alternatively the classification system can be used to monitor andanalyse a players defensive positioning in relation to the game objectand other attacking and defensive players.

The measure of player relationships with each other may be a measure ofthe distance between players or the change in distance between playersor the location of each player in relation to other players and thechange in location between each player in relation to other players.

The measure of player and game object relationships with each other maybe a measure of the distance between players and the game object or thechange in distance between players and the game object or the locationof each player in relation to the game object and the change in locationbetween each player in relation to the game object.

The measure of possession may be a measure of the distance between theplayer and the game object or a change in distance between the playerand the game object or the location of each player in relation to thegame object or the change in the location of the object with eachplayer.

Preferably the classification is in relation to a first player orreference player or playing position. The classification is determinedbased on the geo spatial relationship between the first player orreference player and at least a second player, the first player and thelocation of the game object such as a ball, other players and the ball,the game object's location within a coordinate system, the first playerand their location within a coordinate system on the playing area andother players and their location on the playing area within a coordinatesystem.

Preferably in some cases the classification is also related to a gameevent such as a goal, try, touchdown or basket where a score isinitiated or where the game object such as a ball goes outside theboundaries of the playing area. The game event initiates the search forthe possible location classification of the players and the game objectjust preceding or at the same time as the game event.

Other parameters that may be combined in a classification of a gameevent include physiological status, postural status, biomechanicalstatus and environmental status such as heart rate, speed, power, striderate, acceleration, stride length, direction a player is facing, heightof a known location on the player from the ground, player impacts, timein possession, acceleration of the ball, number of touches (where theplayer was in possession of the game object), identification of theplayer that touched the game object immediately before or after theanalysed player, postural status, ambient temperature, relativehumidity, barometric pressure, heat index, local wind speed, local winddirection, local rain, oxygen uptake, vertical jumping height,horizontal jumping distance, direction the user is facing, ventilation,energy expenditure, R-R (HRV), body temperature, weather condition,which team is in possession, speed or spin of the game object, angle ofa shot at a goal, defensive density, distance that the game object movesbetween players, whether the team is on attack or in defence, locationof a reference player, whether the configuration is a set play (e.g.free kick, penalty kick, corner),

The measure of location or change in location involves a set of locationvalues within a coordinate system which may be a measure of x axis, yaxis and z axis coordinates set on a playing area or a change in x axis,y axis and z axis coordinates set on a playing area, or a measure oflongitude and latitude or change in longitude and latitude, or anycombination thereof.

Preferably the classification system comprises any one or more of aSoccer_classification, a Rugby Union or Rugby League classification, aBasketball classification, a Field or Ice Hockey classification, aAmerican Football classification, a Lacrosse classification, a Handballclassification, a Netball classification, a Baseball classification, aWater Polo classification, a Volleyball classification, and a Hurlingclassification.

Preferably the at least one parameter monitored during the game isobtained from an activity monitoring device or devices and the activitydata is received from the monitoring device or devices. The device maybe worn by the players or external to the players. Preferably the datais received in real time. Alternatively the data is received postactivity.

Preferably the data is received as a data stream for each of themonitored parameter(s) or as an activity segment, and utilising aclassification system comprises:

-   -   trawling through at least one data stream and comparing data        points in the stream against one or more pre-stored threshold        criteria associated with the parameter with threshold tolerances        relating to that stream, determining when corresponding data        points of the data streams relating to the parameters associated        with a particular activity satisfy the one or more threshold        criteria defining the activity, and    -   associating the activity or game event with the data points.

The data may be received and trawled automatically or alternatively thesystem is arranged to enable a user to manually time, distance orlocation stamp a block of activity data (e.g. by pushing a time,distance or location stamp or lap split button on a device or devices)and the stamped block for each monitored parameter is trawled andcompared against one or more threshold criteria with thresholdtolerances.

Preferably the method further comprises:

-   -   providing player locations with classified and analysed data and        or alerts to the user,

Further to this the system may also

-   -   compose a response based on the interpreted activity or the        classified data points or both, and    -   outputting the response to the user.

The response may be output in an auditory, graphical and/or text formand may be output to the user in real time or post activity.

The response for example may be in the form of coaching advice which mayalter how the user engages in a particular activity thereby optimisingtheir exercise or activity. It may also alter an activity planassociated with the user.

The response may also be manually or automatically output.

Described herein is a system for analysing a sporting activitycomprising a classification module arranged to receive relative playerand game object location and possession data to classify activities,said data relating to multiple simultaneous location parametersmonitored during the live or historical sporting activity and having:

-   -   at least one memory component for storing one or more        classifications for defining one or more activities, each        activity being defined based on a set of threshold criteria with        threshold tolerances for a combination of multiple location        parameters within a coordinate system, and    -   at least one processor arranged to utilise the classifications        to process the received live or historical sporting activity        data and identify one or more activities performed during the        game.

Preferably the team sport classification module is arranged to receivethe data in multiple data streams of consecutive location data points,each stream relating to one of said monitored parameters, and saidprocessor is arranged to utilize the one or more classifications by:

-   -   a) comparing corresponding data points of two or more data        streams against the set of threshold criteria with threshold        tolerances for one or more activities,    -   b) identifying when the corresponding data points satisfy the        threshold criteria for an activity and if satisfied classifying        the corresponding data points under the activity, and    -   c) repeating steps a) and b) for other data points from the data        streams to identify the one or more situations or activities        performed during the game.

Preferably the processor is further arranged to group consecutive datapoints classified under the same activity to define an instance of theactivity within the live or historical sporting activity, the number ofconsecutive data points being indicative of duration of the instance ofthe activity.

Preferably the processor is arranged to process the activity data uponor after receiving the activity data for the entire historical game.

Alternatively the processor is arranged to process the activity dataupon receiving activity data during the live game.

The data may be received in time, distance or location stamped blocksand the processor may be arranged to utilize the one or moreclassifications to process one or more of the time, distance or locationstamped blocks of data and identify an activity performed during each ofthe one or more blocks.

Preferably the multiple relative location parameters monitored are anycombination of two or more player locations, the game objects location,the location of the player or game object on the playing area and/or thepossession of the game object.

Preferably the classification system monitors and analyses both teams.

Preferably measurements and classifications are made for both teams inboth attacking events and in a defensive context.

Alternatively the classification system can be used to monitor andanalyse a players defensive positioning in relation to the game objectand other attacking and defensive players.

The measure of player relationships with each other may be a measure ofthe distance between players or the change in distance between playersor the location of each player in relation to other players and thechange in location between each player in relation to other players.

The measure of player and game object relationships with each other maybe a measure of the distance between players and the game object or thechange in distance between players and the game object or the locationof each player in relation to the game object and the change in locationbetween each player in relation to the game object.

The measure of possession may be a measure of the distance betweenplayer and the game object or a change in distance between the playerand the game object or the location of each player in relation to thegame object or the change in the location of the object with eachplayer.

Preferably the classification is in relation to a first player orplaying position. The classification is determined based on the geospatial relationship between the first player and at least a secondplayer, the first player and the ball, other players and the ball, thefirst player and their location on the playing area and other playersand their location on the playing area.

Preferably in some cases the classification is also related to a gameevent such as a goal, try, touchdown or basket where a score isinitiated or where the game object such as a ball goes outside theboundaries of the playing area. The game event initiates the search forthe possible location classification of the players and the game objectjust preceding or at the same time as the game event.

Other parameters that may be combined in a classification of a gameevent include physiological status, postural status, biomechanicalstatus and environmental status such as heart rate, speed, power, striderate, acceleration, stride length, direction a player is facing, heightof a known location on the player from the ground, player impacts, timein possession, acceleration of the ball, number of touches (where theplayer was in possession of the game object), identification of theplayer that touched the game object immediately before or after theanalysed player, postural status, ambient temperature, relativehumidity, barometric pressure, heat index, local wind speed, local winddirection, local rain, oxygen uptake, vertical jumping height,horizontal jumping distance, direction the user is facing, ventilation,energy expenditure, R-R (HRV), body temperature, weather condition,which team is in possession, speed or spin of the game object, angle ofa shot at a goal, defensive density, distance that the game object movesbetween players, whether the team is on attack or in defence, locationof a reference player, whether the configuration is a set play (e.g.free kick, penalty kick, corner),

The measure of location or change in location involves a set of locationvalues within a coordinate system which may be a measure of x axis, yaxis and z axis coordinates set on a playing area or a change in x axis,y axis and z axis coordinates set on a playing area, or a measure oflongitude and latitude or change in longitude and latitude, or anycombination thereof.

Preferably the at least one parameter monitored during the game isobtained from an activity monitoring device or devices and the activitydata is received from the monitoring device or devices. The device maybe worn by players or external to the players. Preferably the data isreceived in real time. Alternatively the data is received post activity.

Preferably the classification system comprises any one or more of aSoccer_classification, a Rugby Union or Rugby League classification, aBasketball classification, a Field or Ice Hockey classification, aAmerican Football classification, a Lacrosse classification, a Handballclassification, a Netball classification, a Baseball classification, aWater Polo classification, a Volleyball classification, and a Hurlingclassification.

Preferably the system further comprises one or more activity monitoringdevices, each arranged to obtain data indicative of parameters monitoredduring an activity session.

The classification module may be remote from the one or more monitoringdevices and each monitoring device is arranged to transmit the dataincluding location data indicative of the monitored parameters to theclassification module.

Preferably the classification module is remote from the one or moremonitoring devices and each monitoring device is arranged to transmitthe data including location data indicative of the monitored parametersto the classification module.

Preferably the measurement system determines location of the players onthe field independent of the players transmitting location information.

Preferably the system further comprises:

-   -   a central station for accommodating the classification module,        and    -   a receiver for receiving data indicative of multiple parameters        monitored during an activity session from the one or more        monitoring devices.

Alternatively the classification module is housed within each monitoringdevice.

Preferably the system further comprises an interpretation module havinga processor for processing data classified under an activity todetermine a level of compliance with a predetermined training orpractice plan.

Preferably the system further comprises a plan generation module havinga processor for updating a training or practice plan based on the levelof compliance determined by the interpretation module.

Preferably every player's location on the field is measuredsimultaneously.

Preferably this measurement includes both teams.

Described herein is a classification system for analysing live andhistorical sports activity data relating to multiple location parametersmonitored during a game to determine one or more activities performedduring the activity session, the classification system comprising:

-   -   at least one memory component for storing one or more        classifications for defining one or more activities, each        activity or situation being defined based on a set of threshold        criteria with threshold tolerances for a combination of location        parameters, and    -   at least one processor arranged to utilise the classifications        to process the sports activity data and identify one or more        activities performed during the game.

Preferably the team sport classification system is arranged to receivethe data in multiple data streams of consecutive data points, eachstream relating to one of said monitored location data parameters, andsaid processor is arranged to utilize the one or more classificationsby:

-   -   a) comparing corresponding data points of two or more data        streams against the set of threshold criteria with threshold        tolerances for one or more activities,    -   b) identifying when the corresponding data points satisfy the        threshold criteria for an activity and if satisfied classifying        the corresponding data points under the activity, and    -   c) repeating steps a) and b) for other data points from the data        streams to identify the one or more situations or activities        performed during the game.

Preferably the classification count per game and per season and themetrics within each classification can be used in computer simulationsto assess player ability versus benchmarks and versus other matchedplayers.

Preferably the classification count per game and per season and themetrics within each classification can be used to characterise playersin gaming simulations where a recorded players classified abilities aresimulated in a computer game.

In this specification, activity and activity type means a particulartype of action performed within the sporting activity on the field,court or playing area by a player or players. This action may or may notbe associated with the game object. Examples of activity in Soccer areFinishing (taking a shot at goal), assists (where the player passes theball that puts the scorer in a position to score), and tackles. Theseactivities or activity types segment game data into a continuous seriesof identified activity segments based on location threshold criteriathat define a particular activity.

The term game object means any object that is used during a team gamewhere each team tries to win possession of the game object. The gameobject is usually a ball or puck.

The term playing area refers to a playing field, court, diamond or rink.The playing area in the area within which the game is restrained to andgoing out of the playing area is termed as ‘out’.

The term game event refers to a specific situation that occurs within ateam game where a particular geo spatial relationship between the playerand ball, the player and other players, the ball and players, the balland the scoring area and the ball and the boundaries of the playing areaoccur.

The term skill refers to any instance that involves a classified gameevent. Examples of this include scoring, passing the game object andmoving other players away from the ball or scoring area.

The term reference first player refers to the target player or playingposition to which the classification is applied to.

The term second player refers to any other player on the field otherthan the first player. This can include opposition players.

The term location data refers to data obtained from any method thatdetermines location with the key measures in this case being camerasystem data, triangulation data and other forms of personal locationdata like GPS. Location data can include absolute or relative locationsor distances between players, the game object and/or locations on or offthe playing area.

Relative location refers to comparative locations between players, thegame object and/or locations on or off the playing area. Referencerelative locations are pre-set expected locations that theclassifications uses to search to detect activities during a game orpractice.

This invention may also be said broadly to consist in the parts,elements and features referred to or indicated in the specification ofthe application, individually or collectively, and any or allcombinations of any two or more said parts, elements or features, andwhere specific integers are mentioned herein which have knownequivalents in the art to which this invention relates, such knownequivalents are deemed to be incorporated herein as if individually setforth.

The invention consists in the foregoing and also envisages constructionsof which the following gives examples only.

BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the invention will be described by way ofexample only and with reference to the drawings, in which:

FIG. 1 shows steps within the team sports classification system,

FIG. 2 shows how a reference first player's desired location isdetermined in relation to the ball,

FIG. 3 shows how a second player's desired location is determined inrelation to the reference first player,

FIG. 4 shows how the reference first player's desired location isdetermined by the location of the ball and its direction of movement,and how the first player's location can switch dependent on which sideof the field laterally that the ball is on,

FIG. 5 shows that a flexible player desired location zone with thresholdtolerances occurs around the player to accommodate slight discrepanciesin the location of the player,

FIG. 6 shows how the ‘shape’ or formation of the players desiredlocation is set with regard to a defensive ‘back 4’ in soccer desiredlocation in relation to the ball,

FIG. 7 shows how the defensive ‘shape’ changes dependent on which sideof the field laterally that the ball is on,

FIG. 8 shows the other defensive extreme of the fullbacks when they arepinned against the penalty area. This shows how the desired defensiveformation becomes flatter the further back the formation is pushed,

FIG. 9 shows how each player should remain predominantly in alongitudinal strip of the field,

FIG. 10 shows an alternative method to the afore mentioned method wherethe defensive players are assessed as being in a desired location ifthey conform to an overall zone which they all fit into,

FIG. 11 shows the process for determining a Short ‘Sitter’ goal insoccer for a striker,

FIG. 12 shows the process for determining a Long ‘Sitter’ goal in soccerfor a striker,

FIG. 13 shows the process for determining a Tricky goal in soccer for astriker,

FIG. 14 shows the process for determining a Low Quality Assist in soccerfor a striker,

FIG. 15 shows the process for determining a High Quality Assist insoccer for a striker,

FIG. 16 shows the process for determining Anticipation in soccer for astriker for a ‘behind’ situation,

FIG. 17 shows the process for determining Vision in soccer for astriker,

FIG. 18 shows the process for determining Movement ‘Off the Ball’ insoccer for a striker,

FIG. 19 shows the process for determining Composure in soccer for astriker,

FIG. 20 is a block diagram showing the components associated with thesystem of the invention.

FIG. 21 is a block diagram showing the components associated with thesystem of the invention.

DETAILED DESCRIPTION 1. Virtual Coach System Overview

Referring to FIG. 1, an overview of a preferred method or a system flowdiagram 1000 for analysing field team sports is shown. A user of thesystem engaging in field team sports such as Soccer, Rugby Union andLeague, Basketball, Field and Ice Hockey, American Football, Lacrosse,Water Polo, Hurling, Volleyball, Baseball and Handball, either prior toor whilst the system is being used. The system gathers information anddata related to the activity or activities performed during the sessionor game, preferably using at least one exercise-or activity monitoringdevice worn by a player or using location camera or triangulationsystem. The information is received by the system either manually viathe user initiating uploading of the information from the monitoringdevice or devices or automatically via the monitoring device or devices,or from some other source for analysis, and is received and/or analysedeither during activity or post activity. The system may be part of themonitoring device or may be separate, running on a personal computer forexample, or a remote server accessible by and in communication with apersonal computer and/or one or more monitoring devices.

During analysis the system will identify at step 1100 the differenttypes of activities the user has engaged in or is engaging in during thesession or game. A classification system, which will be described inmore detail below, is to identify the activities performed by the userfrom the activity information data received. The classification systemenables the overall system to partition the data into one or more datastreams or blocks relating to the one or more activities performed bythe user during the session or game. The data can then be processed atstep 1200 while taking the type of activity performed intoconsideration. The classification system defines an activity based on atleast one satisfied threshold criteria with threshold tolerances from atleast one monitored parameter (other than distance travelled or time orboth which define the length of the activity or activity session but notthe type of activity). In most embodiments, the classification systemdefines an activity using location zones where one or more thresholdcriteria are used that may occur within an activity session. This forexample may be that during game, scoring an easy goal referred to as‘Finishing a Sitter’ would require the following parameter criteria tobe met. The scoring player scores a goal where they are behind theopposition defensive players or on the ‘wrong side’ of their defencemeaning the goal scoring player is closer to the goal than all theopposition defensive players except their goal keeper. The goal keeperis the only person on the field in front of the scoring player and noplayer is within 3 meters of the scoring player when the shot at goal istaken.

The parameters include the ‘event’ which in this case is a goal which isnot necessary for all classifications. The next parameter is therelationship on the field of the first player and at least a secondplayer where the goal scorer is closer to the goal than all the opposingplayers except the goal keeper. No defensive player is within 3 metersof the goal scorer when he took the goal scoring shot.

In accordance with the invention classified activities are identifiedusing one or more data streams first (each stream being associated withone of the parameter(s) used to define a particular classified activityfor example), then the data for the game or session activity isprocessed specific to the defined activity as opposed to differentlyclassified or non-classified game or session activities that haveslightly different definitions. The effect each type of activity orexercise has on the user's overall fitness, performance or fatigue isdifferent and therefore it is necessary to distinguish between them toprovide satisfactory analysis and appropriate feedback and advice. Insome embodiments the data once classified is processed (1200) for thevarious identified activity types to translate collective activity datainto a tutorial or advice (step 1300) for example. The data may beprocessed with or without the rest of the activity session data. Thedata relating to a particular activity may be processed against a plan,historic data, or an ideal zone with threshold tolerances which includesreference relative locations and desired relative locations. In someembodiments a response is generated from the output of the processingstage which may be advice provided in the form of a prescription (methodfor modifying a plan) or a solution (method for modifying how a userengages in an activity) for example. The advice may be output (step1400) in either a text, auditory or graphical form as opposed to avisual or auditory display of raw or derived exercise data in real timeor post activity.

Advice is a preferable feature of the invention and may alternativelynot be supplied by the system but from a trainer or some other sourcefor example.

In one embodiment the data is automatically received by theclassification system in one or more streams and then trawled, with thedata points being compared against one or more threshold criteriaassociated with the parameter relating to that stream.

In an alternative embodiment the system may be arranged to enable a userto manually time, distance or location stamp a block of activity data bypushing a time stamp or lap split button on a device and the stampedblock for each monitored parameter is then trawled and compared againstthe one or more threshold criteria.

For both embodiments corresponding data points of the one or morestreams or blocks that relate to one or more parameters associated witha particular activity are associated with a particular activity when thesystem recognizes that the data points satisfy the one or more thresholdcriteria with threshold tolerances defining that activity, and thereforeassociates the corresponding data points with the activity.

2. Applications for Team Classification

The system applies to team sporting activities where the aim is to scorepoints with a game object like a ball, played on a field, rink or courtor in a ‘playing area’.

Some of the possible applications of the technology are:

-   -   1. Soccer,    -   2. Rugby Union,    -   3. Rugby League,    -   4. Basketball,    -   5. Field Hockey,    -   6. Ice Hockey,    -   7. American Football,    -   8. Lacrosse    -   9. Handball,    -   10. Volleyball,    -   11. Netball,    -   12. Hurling,    -   13. Baseball    -   14. Water Polo

This list does not exclude the application of the invention on otherteam sports that use a field, court or playing area to play their game.

It is preferable that the system caters for more parameters as thiswould enhance the flexibility of the system not just with accuracy andthe ability to define more activities but also in terms of compatibilitywith a vast range of monitoring devices.

3. Types of Classification

The point of this classification system is to look at team and playerperformance within a live or historical sporting activity at a far moredetailed level than the previous state of the art. While previoussystems can be used to define assists, passes and goals for example theyare unable to automatically characterise the quality of the assist, passor goal. There are a number of different levels that may be analysed tocorrectly quantify game and training session data. They are:

-   -   a) Physical and Physiological Activity        -   Physical ability does not measure any technical or tactical            qualities of players. Examples of factors that might be            measured for soccer are; length of sprints, number of            sprints, number of sprints over defined distances, recovery            between defined distance sprints, variation in sprint effort            over a defined distance sprint, sprint endurance,            acceleration endurance, peak effort endurance, Anaerobic            Threshold, maximum power for different defined distance            sprints, average power for defined distance sprints, maximum            or average acceleration for defined distance sprints.    -   b) Player Technical Quality        -   Player Technical quality measures the key technical            attributes of a player. These might be for a striker in            soccer; Finishing or scoring goals which could be broken            down into Finishing a ‘Sitter’ or easy goal, Finishing a            Long ‘Sitter’, or Finishing a ‘tricky’ goal. Assists can            also be measured which may include low quality and high            quality assists. Anticipation can be measured as can Vision            in a build up to a shot at goal. Movement off the ball and            Composure may also be measured. Other measures can be the            player's ability to be ‘In Position’, Tackle Success and            Penalties and Free Kicks Awarded. Each area defines a key            attribute for a striker in soccer, a player that scores            highly in all these areas can be determined to be very            effective for their position in the game.    -   c) Tactical Ability        -   Team Formation and Coverage can be measured. Team Formation            measures how the players behave as a coordinated unit during            the different situations in a game and Coverage measures            whether there are ‘gaps’ in play or opportunities for            players to move through the cover defense and how closely            marked opposition players are on defense and how ‘open’            players are on attack. The term ‘closely marked’ means how            close a player is to their opposing player or player they            need to mark. Open meaning that they have distance between            themselves and their opposing player allowing enough space            to receive the ball.

4. Key Classification Parameters

The key parameters for multi parameter classification are:

-   -   a) Player Location (first player and at least a second player)        in relation to the Location of the Game Object    -   b) And first Player Location in relation to Location of Other        Players (at least a second player)    -   c) Player Location (first player and at least a second player)        in relation to the playing area    -   d) Player location (first player and at least a second player)        in relation to the scoring area    -   e) Game Events like goals, passes, assists and tackles

These parameters must be measured to analyse a player's activity duringa game. This does not exclude the use of other locations in the multiparameter classification.

Secondary assisting parameters which are also used are:

-   -   f) Which team is in possession

Tertiary parameters that may also be used are:

-   -   g) Speed or spin of the ball    -   h) Distance that the ball moves between players    -   i) Elapsed time    -   j) Distance covered by the player

Finally, other parameters may be attached to classifications whichinclude:

-   -   k) Heart Rate    -   l) Speed    -   m) Power    -   n) Stride Rate    -   o) Acceleration    -   p) Stride length    -   q) Direction a player is facing    -   r) Height of a known location on the player from the ground    -   s) Player Impacts    -   t) Acceleration of the ball    -   u) Number of Touches (where the player was in possession of the        ball)    -   v) Identification of the player that touched the ball        immediately before or after the analyzed player

Preferably the classification is applied to every player on the field,court or playing area simultaneously meaning each player is analysedfrom the point of view of being the reference first player.

Preferably the classification occurs for both teams on the field, courtor playing area simultaneously.

Preferably the data is classified and analysed in real time althoughdata can be analysed post game.

5. Sensor Array and Data Processing

The system is made up of 2 parts; a sensor system and a processingsystem. The sensor system can use;

A device or devices that record data which can then be loaded into theprocessing system to be processed post game or real time or a device ordevices that transmit data in real time to a base station unit forprocessing.

The device that obtains location data and other physiological, postural,biomechanical and environmental data may be worn by players or may beexternal to the player and/or playing area. This can be in the form ofvideo motion capture and triangulation, telemetric triangulation ordevices worn by players that contain GPS and other systems that candetermine location of players and the ball.

The processing unit is either software or firmware housed in a devicethat contains a data receiver, with processing ability to analyse,interpret and present acquired data in real time or post game.

PREFERRED EMBODIMENT(S)

The system and method of the invention may be implemented using thefollowing classification systems both of which involve the geo spatialrelationship between players and the game object and in relation tolocations on the playing area. There are two applications of thissystem; classification of tactical ability and classification of playertechnical quality and or skill. This implementation should not beconsidered as limiting the scope of the invention but rather a preferredembodiment of the underlying classification concept defined above.

DETAILED DESCRIPTION

6.1 Classification of Tactical Ability

Many team sports that involve a game object like a ball are usuallyabout ability to create space when in possession and on offense andclose down space when in defence. A 4-4-2 formation in Soccer requiresthat the players maintain a defensive ‘shape’ in relation to one anotherdepending on the whether they are attacking or on defence. The shape forexample in the full backs cases are a series of desired relativelocations on the field that they must stand in relation to the locationof the ball and each other with threshold tolerances. Their ability tomaintain ‘shape’ and not get caught ‘out of position’ is crucial to thesuccess of the team in the game.

There are 3 layers to tactical play:

-   -   1. Player location in relation to the location of the ball        (which can also be called ‘shape’).    -   2. Player location in relation to opposition players ‘off the        ball’ (players may mark an opposition player closely effecting        ‘shape’)    -   3. Player location in relation to opposition players ‘on the        ball’ (a player may be ‘on the ball’ either on offense or        defense which effects ‘shape’)    -   4. Player location in relation to players of the same team.        6.2 Settings for the Classification System

The core of the team sports classification system is the settings to thesystem which specify thresholds for desired locations and distancesbetween players and the ball. This requires multiple parameters and itis the thresholds for these parameters that combine to define a gamesituation for a player or a group of players.

This is primarily defined by; player location in relation to thelocation of the game object or ball and player location in relation tolocation of other players and at times in relation to a game event.

Secondary assisting parameters which are also used are location on thefield, court or playing area and which team is in possession.

Other parameters used include effort parameters like, heart rate, speedand power, and also other variables like physiological status, posturalstatus, biomechanical status and environmental status. This can includestride rate, acceleration, stride length, direction a player is facing,height of a known location of the player from the ground, speed of theball, spin on the ball, acceleration of the ball, number of touches(where the player was in possession of the ball), identification of theplayer that touched the ball immediately before or after the analysedplayer.

The method for setting a player location is as follows:

a) Player Location within a Coordinate System in Relation to the Ball

A player's location can be defined in relation to the ball for a coachor trainer in setting the analysis settings. This can be taken as a‘latitude’ and ‘longitude’ or x and y axes coordinates. For example aplayer might need to be 25 meters away from the ball in the attackingthird of the field in defence. (Longitude). They may also be required tobe directly in front of the ball or offset from the lateral location ofthe ball by a number of meters or an angle. (Latitude) (See FIG. 2) Avertical axis could also be used to determine jumping and ball height.

b) Setting a First Player's Location (Reference Players)

A player's position can also be defined by the location of anotherplayer. The player is 10 meters to the left of the first player or‘reference player’ and 5 meters behind them dependent on the location ofthe ball. (See FIG. 3)

Often a ‘player units’ position is dependent on a reference first playerwhere all the other players ‘zones’ within the player unit are definedby the first player. (See FIG. 6)

c) Ball Location on the Field Effects Reference First Player Designation

The reference first player can change. For example using the full backsin a 4-4-2 formation for soccer. If the ball comes down the left flank(from the perspective of the fullbacks) the left fullback moves forwardand becomes the first player and all the other fullbacks are positionedin relation to them. If the ball comes down the right flank, the rightfull back moves forward and the other fullbacks line up positioned inrelation to the right full back. Distances from other players and theball are still the same, they just swap. (See FIG. 7)

d) Flexible Location Zones

The system described allows a coach to define the formation or tacticalshape of different groups of players and individuals. This means in thesettings the coach or trainer defines the location of his/her players ona field dependent on the location of the ball or other reference firstplayers. Because there needs to be some level of freedom to player'scompliance to the defined locations in relation to the ball and eachother, a location zone is created with threshold tolerances.

This location is a zone with a lateral and fore/aft flexibility inmeters defining approximately where a player should be. (See FIG. 5) Notonly can the location be defined but so also can the degree offlexibility around this location between defined both horizontallyacross the field and longitudinally on the field as a set of locationvalues within a coordinate system.

The horizontal zone thresholds might be 5 meters either side of the setlocation that the player should occupy and 5 meters fore and aft of thesame location.

e) Sliding Continuum—Setting Both Forward and Back Positions of thePlayers

As a team is pushed back to their end of the field in defence, there isa tendency to compact together so the distances between players reducesand ‘shape’ tends to ‘flatten’ where the players become more laterallylined up across the field. To take this into account the coach definesthe desired relative locations for both ends of the field and this thenforms a continuum. A player may need to be 25 meters away from the ballwhen defending in his/her teams attacking third but only 1° meters orless away when on the edge of the penalty box. The system thencalculates the distance away from the ball for every situation inbetween. This also applies to the distance a player is away from thereference first player. (see FIGS. 8 & 9)

f) Settings for Offense and Defense

The system needs to know if the measured team is on offence or defence.

Offense is measured by the last player touch. The ‘last touch’ meansthat if a member of the team measured is closer than 1 meter to the ballcurrently or has been in the last 3 secs then the measured team is inoffense. The ball must also change direction of movement. If no memberof the team is closer than 1 meter to the ball and has not been so for 3secs then the team is in defence.

g) Set Plays

In a set play scenario, a coach can place players desired relativepositions within a coordinate system for the start of the set play.(e.g. a corner)

Summary of Classification Settings:

The coach programs into a multi player location measurement softwaresystem, the preferred desired relative location of a player based on thefollowing criteria:

-   -   1. Location of the ball    -   2. Whether the team is on attack or in defense    -   3. Location of a reference player or first player    -   4. Rules about who the first reference player is depending on        where the ball is located    -   5. Whether the configuration is a set play (e.g. free kick,        penalty kick, corner)    -   6. Planned situations where players fill a vacant position for a        player out of position    -   7. Players can be linked into ‘units’ that work together (e.g.        full backs)        Classification

Once the data has been input the automated classification system can beutilised based on reference relative locations. We now know where eachplayer should be in relation to the ball both on attack and defence andeach location is defined by desired relative locations that-have theexact position required for the player with a flexibility of location of+/−5 meters both laterally and fore/aft for example.

The system then monitors data streams and looks for ‘matches’ in eitherindividual player positions or in positions of player units.

Individual Players

Ideally if the predictive positional criteria has been input correctlyand a player is playing ‘in position’, there should be a ‘match’. Eachinstance of a ‘match’ is identified and labelled (e.g. midfield/defence)with the data logged at the time of the identification, 1 minhistorically, 10 mins historically, and whole game allowing for deeperanalysis of a situation. If the player is ‘in position’ consistentlythen there should be a continuous stream of ‘matched’ classifications.

Player Units

Player units can also be classified as a group where a ‘match’ can bedefined as ‘most’ of the players conforming to the classification.‘Most’ can be defined by the coach where it may mean that so long as 75%of the players create a ‘match’, a classification occurs and the playerout of position is identified. For example in a 4-4-2 formation whichmeans 4 full backs play as a unit in a soccer team, 75% of 4 is 3 so if3 players are in position, a classification occurs and the player out ofposition is identified with the data logged at the time of theidentification, 1 min historically, 10 mins historically, and whole gameallowing for deeper analysis of a situation.

Example of how a Coach Might Set Player Position

Soccer Full Backs (4-4-2 Formation) on Defence

We will now go through an example of a coach placing players in theircorrect location subject to the balls position and the position of thereference players.

-   -   1. The ball is placed on the representation of the playing area        in the top left quadrant. Different forms of classification can        be set by defining the location of the ball on the field within        a coordinate system. The location might be the attacking third        of the field, within the 18 yard penalty area or the 6 yard box.        Each situation demands a different set of settings for player's        locations to be applied.    -   2. The positioning of for example the back 4 in soccer ‘off the        ball’ in defense is related to the balls location on the field.        We would know that the team is in defense because no player of        the team is within a meter of the ball and hasn't been this        close for more than 3 seconds meaning their team is not in        possession of the ball. The coach selects a ‘shape’ or formation        for his defensive player unit when the team is on defense in a        4-4-2 formation. The coach selects the reference first player        which in this case is the left full back and places them on the        representation of the field in the correct location in relation        to the ball.    -   3. All locations of the ‘player unit’ (fullbacks) are determined        in relation to a ‘reference first player’. Although each        player's location could be determined off the previous players        location in the sequence of locating each player. (i.e. the        established location of each player makes them the reference        first player for the establishment of location of each following        player in the sequence of determining all player locations.) The        ‘reference first player’ varies dependent on the balls position        if the ball moves left (in relation to the defense) the left        flank player becomes the ‘reference first player’. If the ball        were to move to the right, the right flank player would become        the ‘reference first player’. The software covers this when the        ball is positioned in the top right quadrant for the coaches        allocation of player locations. (see FIG. 7)    -   4. The coach places the reference first player 25 m away and        directly in line with the ball (the ball is in front of them).        This is achieved by either placing the player locations directly        onto a representation of a playing area on a computer or similar        or by setting all the distances (lateral and fore/aft distances        from the ball or reference first player). A locational        flexibility with a threshold tolerance of 25 m+/−5 m further        away or closer to the ball and +/−5 meters in terms of lateral        location in relation to the ball is added by the coach.        -   This means that if the opposition moves the ball left from            the perspective of the defending players and forward            (towards the defence), the closest flank player (left full            back in this case) will move right to be directly in front            of the ball and move back so that they are 25 meters in            front of the ball.        -   Should the opposition move the ball left from the            perspective of the defending players and pass it back            towards their goal keeper, the closest flank player (left            full back in this case) to the ball moves left and forward            to maintain the 25 meter distance.    -   5. The coach or computer places the next player's relative        location onto the representation of the field. This might be the        nearest player in the ‘back 4’ to the ‘reference first player’.        They are placed in a reference relative location that is        determined by the computer or manually by the coach to be 10        meters away and 5 meters behind the reference first player. A 5        meter flexibility zone with threshold tolerances is set by the        coach laterally and longitudinally. (see FIG. 5)    -   6. The coach or computer system then places the next player onto        the representation of the playing area or the coach keys in the        distances. This is the next nearest full back to the reference        first player whose desired relative location is determined to be        20 meters away and 10 m back from the reference first player. A        flexibility zone with a threshold tolerance of 5 m front and        back and left to right occurs. (see FIG. 6)    -   7. The final player's relative location is also set by the coach        or computer which in this case is 30 meters away from the        reference first player and forward 5 meters with the same        flexibility zone of location as the others. (see FIG. 6)    -   8. The positions are now established for the other defensive        extreme which occurs at the other end of the field when the full        backs are more compacted defensively in terms of distance apart.        This occurs in the game when the back 4 are pushed back by their        opposition until they are pushed up against the edge of the        penalty area where they cease to move back causing a flattening        of their ‘shape’.        -   Once the system has the reference relative locations for            both ends of the field it is able to calculate all desired            relative locations in between. There is also a slight            compaction of the player unit as they retreat back to the            where the width between players is 6-8 meters once they are            on the penalty box line where all of the back four are now            within the width of the penalty box.        -   This subtle measurement change continuum from 10 meters            apart to 6-8 meters apart can be set in the classification            calculations by the coach.        -   For example if a player is 10 meters back from the reference            first player at half way on the field (45 m from the goal            line and 29 meters from the edge of the penalty area) and 0            meters when pushed back to the edge of the penalty box (16            meters from the goal line) this means there is a fore/aft            compaction of 0.34 meters per longitudinal meter back            towards the penalty box. If the lateral compaction went from            12 meters at the half way line and 8 meters of the edge of            the penalty area then the rate of compaction is 0.14 meters            per longitudinal meter of retreat. Therefore 14 meters from            the penalty box the fore/aft distance in relation to the            reference player is 4.8 meters (14×0.34=4.8 which is added            to the minimum distance of 0 which is 4.8 meters). The            lateral distance is 10 meters. (14×0.14=2 which is added to            the minimum lateral distance of 8 m to establish a 10 m            lateral separation.) The same calculations can be conducted            for the reference player's distance from the ball.        -   The relative locations are now calculated for each            longitudinal ‘strip’ set by the coach. (see FIG. 9)            Calculations can combine multiple locations to further            ascertain exact location.    -   9. The only times in defense that these dimensions cease to        exist or change is within 18 yards of their own goal where set        play scenarios are programmed in. This means that all        classifications occur between both of the penalty boxes of both        teams.        -   The full backs ‘player unit’ is therefore measured as a unit            where each team member's position is determined in relation            to the ball and the unit moves as if connected by a ‘rope’            attached to each player.

A simpler method of a ‘zone’ with which the defensive unit fits into isalso possible using similar calculations of distance from the ball andposition in relation to the balls location.

Soccer ‘Back 4’ (4-4-2 Formation) Offence

To ascertain whether the measured team is in possession and on offence,a member of the team must be located less than 1 meter from the ball.Possession can also be determined by a change in trajectory of the ballupon falling within a meter of the contact player or by a change inspeed of the ball for the same scenario. If gyroscopes are used, it canbe determined that the player is facing the ball.

In offence there is more of an attempt to create space so the back 4will tend to spread out so instead of being 10 meters apart they are now15 meters apart.

In terms of determining the location of the back 4 player unit inrelation to the ball, the closest flank player must be within 25 metersdirectly behind the ball with but with a higher fore/aft flexibilitythreshold tolerance of +/−10 meters and +/−5 meters in terms of laterallocation in relation to the ball.

The ‘reference first player’ from which the defence moves in relationto, operates as already outlined for defence description. Each player isagain set in relation to the reference first player. In this case thefull back nearest the reference first player is set at 15 meters awaylaterally and approximately 5 meters behind them with 5 m of thresholdtolerance flexibility both laterally and longitudinally.

The next nearest fullback is set 30 meters laterally away and 5 metersback with a 5 meter front and back and left to right threshold toleranceflexibility. The final player is also set 45 meters away from thereference first player and forward 5 m with the same flexibility ofrelative location as the others.

The aim is for a system that can measure location of the ball plus therelative location of members of a team and can classify where members ofthe team should be and measure whether players are in relation to thesedesired relative locations within zones with both lateral andlongitudinal threshold tolerances in relation to the field.

This means that based on the location of the ball the system ‘predicts’where the players should be as a classification and measures how closelythe players conform to this. The 2 possible outcomes are that there is amatch between actual player location and the desired relative locationsor one or more players is measured ‘out of position’. The classificationsystem therefore detects the ‘shape’ of a player unit and classifieswhether players are ‘in position’ or ‘out of position’.

Along with each classification, data relevant to the classifiedsituation is recorded which includes effort parameters such as currentheart rate, speed and stride rate which are recorded with historic data.The historic data includes data in the last minute of activity andcomplete data for the entire game and part of a game up until the pointclassified.

Data can be seen by the coach ‘on screen’ in real time during practiceor a game along with locations of players or the system can be used forpost-game data processing.

6.3 Further Uses:

a) Tactical ‘Snapshots’

This data would assist in providing deeper insights into playerinstruction, tactics, coaching and substitution. Data obtained is loggedhistorically (e.g. 1 min into the past, 3 min into the past, 20 min intothe past, one half, the whole game) along with current data taken at thetime of the ‘snapshot’.

A coach can also manually take a ‘snapshot’ of a mistake during thegame, labelling the situation and the system will automatically collectall the data on the situation and historic data as already described.

b) Monitoring Opposition Tactics Using Ball Routes

Similar classification tactical analysis can occur of the oppositiondepending on the balls location when in defence. In situations where theopposing players cannot be monitored but the balls location and movementis still known, the ball may be continuously moved down the left flankof the field and then moved into the midfield and moved wide again inthe attacking third of the field. Repetitive routes taken by the balldown field may be an indication of the opposition team's tactics.

6.4 Ease of Set Up

Set Up involves programming in the reference relative locations andthreshold tolerance criteria for each player and ball or can be assimple as locating all the players and ball on a representation of the‘field’ on a computer screen or similar and the software calculates allthe values required to define location.

To further assist this; the software can place the ball in a series oflocations on a representation of the playing area on a computer screenor similar and the coach then places the players in the desired relativelocations with regard to this. This would be usually conducted for theteam being both in possession and on defence as ‘shape’ can changedepending on this. (see FIG. 18)

6.5 Graphical Real Time Representation

The system highlights situations where the relative locations for eachplayer dependent on the location of the ball matches player desiredrelative location assignments. (i.e. do not fit in on the continuum of acompacting defence the further back down the field the team is pushedtowards their goal.)

7. Further Aspects

7.1 Classification of Player Technical Quality

Using video cameras or location sensors, players can be tracked in termsof their x, y and in some cases z location values within a coordinatesystem on a field. This can be used in classification of player orposition technical quality.

By way of example, the following technical abilities of a striker insoccer can be assessed automatically during a game from data:

-   -   1. Finishing (Finishing a ‘sitter’, Finishing a Long Sitter,        Finishing a tricky goal)    -   2. Assists    -   3. Anticipation    -   4. Vision in the Build Up    -   5. Movement off the ball    -   6. Composure    -   7. Speed    -   8. Positioning

This does not preclude classification and analysis of other positions inSoccer or classification of other sports and players of differentpositions in other sports using different classification criteria moresuitable to the sport and player position.

Although goals scored and assists have commonly been used in sportsanalysis the details of the qualities of these skills have not beendetermined previously.

The player skill qualities of Anticipation, Vision in the Build Up,Movement off the ball, Composure and Positioning have not beendetermined previously.

7.2 Finishing

Finishing involves the ability to ‘finish’ an offensive build up withscoring a goal. There are several different types of finishing fromscoring an easy goal through to more complicated situations wherescoring a goal requires more skill. There are 3 types of Finishing thatcan be classified. These are; Finishing a Short Sitter, Finishing a LongSitter and Finishing a Tricky Goal.

In some cases the classification requires an initiator which issomething detected that tells the system to make a classification whichcould be a game event like a goal scored. In this case, it is that:

-   -   1. the ball or game object went out over the goal or scoring        line    -   2. within a zone where the maximum distance either side of the        goal mouth where the ball crossed the goal line was no more than        1.5 meters outside of either goal post    -   3. and the last touch was an offensive first player which        defines a shot at goal.

Here are the classifications that define the quality and therefore skillof the shot at goal if a goal is scored:

a) Finishing a Short ‘Sitter’

The classification criteria are that the shooting first player is behindthe opposition defence (on the wrong side of the defence) and thereforewith only the goal keeper in front of the goal shooting first player.This occurs in the playing area of the field known as the 6 yard boxwith no opposition defensive player within 3 meters of the shootingplayer. The goal keeper and defensive players make up at least a secondor more players.

Terms like the 6 yard box are based on a set of reference locationvalues within a coordinate system for the playing area.

The analysis is based on whether a goal was scored. Possible outcomesare missing the shot at goal or scoring a short ‘sitter’. Furtheranalysis can be made once this classification is made.

Classification:

-   -   i. Playing Event: a shot at goal is made    -   ii. Offense/Defense: not applicable    -   iii. First Player Location in relation to location of the Ball:        the goal shooting first player is in possession    -   iv. First Player Location on the Field: in the 6 yard box    -   v. Ball Location on the field: in the 6 yard box    -   vi. Location of Other Players (Second or more players): all        opposition defensive players are behind the shooting player        except for the goal keeper who is in front of the shooting first        player. At times the goal keeper may also be behind the shooting        player. All opposition defensive players are more than 3 meters        away from the shooting player. The goal keeper and all defensive        players make up at least a second or more players.        -   See FIG. 11.

b) Finishing a Long ‘Sitter’

In this case, a long ‘sitter’ is exactly the same as a short ‘sitter’except the goal shooting first player is not inside the 6 yard box butis within the 18 yard box. When the goal shot was taken the shootingfirst player was behind the defensive players and therefore only had thegoal keeper in front of them. No defensive player was within 3 meters ofthe shooting player. Sometimes the goal keeper would also be behind theshooting player meaning no player was in front of the shooting firstplayer. The goal keeper and defensive players make up at least a secondor more players.

Terms like the 6 yard box are based on a set of reference locationvalues within a coordinate system for the playing area.

The analysis is based on whether a goal was scored. Possible outcomesare missing the shot at goal or scoring a long ‘sitter’. Furtheranalysis can be made once this classification is made.

Classification:

-   -   i. Playing Event: a shot at goal is made    -   ii. Offense/Defense: not applicable    -   iii. First Player Location in relation to location of the Ball:        the goal shooting first player is in possession    -   iv. First Player Location on the Field: outside the 6 yard box        but inside the 18 yard box    -   v. Ball Location on the field: outside the 6 yard box but inside        the 18 yard box vii. Location of Other Players (second or more        players): all opposition defensive players are behind the        shooting first player except for the goal keeper who is in front        of the shooting player. At times the goal keeper may also be        behind the shooting player. All opposition defensive players are        more than 3 meters away from the shooting player. The goal        keeper and all defensive players make up at least a second or        more players.        -   See FIG. 12

c) Finishing a Tricky Goal

The classification is where the ball went out over the goal line with azone where the maximum distance either side of the goal mouth is no morethan 1.5 meters outside of either goal post as it crosses the goal line.The last touch or kick was from an offensive first player which definesa shot at goal but the shot was not a Long or Short Sitterclassification.

The analysis is based on whether a goal was scored. Possible outcomesare missing the shot at goal or scoring a Tricky Goal. Further analysiscan be made once this classification is made.

Classification:

-   -   i. Playing Event: a shot at goal is made    -   ii. Offense/Defense: not applicable    -   iii. First Player Location in relation to location of the Ball:        the goal shooting first player is in possession    -   iv. First Player Location on the Field: can be anywhere unless        the location of the defensive players is the same as a 'sitter;        and then it must be outside both the 6 yard and 18 yard boxes.    -   v. Ball Location on the field: can be anywhere unless the        location of the defensive players is the same as a 'sitter; and        then it must be outside both the 6 yard and 18 yard boxes    -   vi. Location of Other Players (second or more players): if the        attacking first player is in the 6 yard or 18 yard box, some        defensive players other than the goal keeper must be in front of        the player and/or some within less than 3 meters away from the        player. The goal keeper and defensive players make up at least a        second or more players. Terms like the 6 and 18 yard box are        based on a set of reference location values within a coordinate        system for the playing area.        -   See FIG. 13            7.3 Assists

Assists are where the second to last touch of the ball by an offensiveteam is followed by them scoring a goal. This is to determine how oftena striker creates an opportunity to score a goal even when they don'tscore the goal themselves. A strong ability to set up goals can beargued to be as useful as scoring goals so this technical ability needsto be measured.

Once a goal is scored the system automatically goes back in game clocktime to find the second to last touch to see who provided the assist andthis player is acknowledged an assist.

Once again, the classification requires an initiator and this is thatthe ball went out over the goal line within a zone where the maximumdistance either side of the goal mouth was no more than 1.5 metersoutside of either goal post as it crosses the goal line and the lasttouch was an offensive player which defines a shot at goal.

There are two kinds of assists; Low Quality Assists and High QualityAssists

a) Low Quality Assist

In this classification situation, when the assisting player provides thesecond to last touch, the opposition cover defence were further awayfrom the goal than the scoring player, when the assisting first playerpassed the ball to the successful goal shooter.

The analysis is the pace of the passed ball with a faster ball beingharder to pass accurately and more trouble to the defence than a slowerpassed ball. (<20 km/hr)

The other measure is the scoring player's time with the ball beforeshooting which helps to measure the accuracy of the passing assist andthe assisting first player's ability to read open space on the field.

Classification:

-   -   i. Playing Event: a goal was scored    -   ii. Offense/Defense: the assisting first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        The assisting first player was in possession immediately before        the scoring players possession and was closest to the ball which        also changed direction or speed.    -   iv. First Player Location on the Field: not applicable    -   v. Ball Location on the field: not applicable    -   vi. Location of Other Players (second or more players): once a        goal is scored, the scoring player who the ball was passed to,        was closer to the goal than the defensive players. The scoring        player and all defensive players make up at least a second or        more players.        -   See FIG. 14

b) High Quality Assist

A high quality assist is a more difficult pass that results in anotherplayer scoring a goal.

After a goal is scored, the second to last touch was from an offensiveassisting first player located where opposition defensive players arecloser to the goal than the scoring player.

The analysis is the pace of the passed ball with a faster ball beingharder to pass accurately and more trouble to the defence than a slowerpassed ball. (<20 km/hr)

The other measure is the scoring player's time with the ball beforeshooting which helps to measure the accuracy of the passing assist andthe assisting first player's ability to read open space on the field.

Classification:

-   -   i. Playing Event: a goal was scored    -   ii. Offense/Defense: the reference first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        The assisting first player is in possession immediately before        the scoring players possession and was closest to the ball which        also changed direction or speed.    -   iv. First Player Location on the Field: not applicable    -   v. Ball Location on the field: not applicable    -   vi. Location of Other Players: once a goal is scored, the goal        scoring player who the ball was passed to was further away from        the goal than the opposition defensive players.        -   The scoring player and all defensive players make up at            least a second or more players.            -   See FIG. 15                7.4 Anticipation

Anticipation is the ability to read the game and be where the ball willbe next rather than where the ball is now. Ice Hockey great, WaynneGretztky once said that he skates to where the puck is going to be, notwhere it is. This is good anticipation that often separates the goodfrom the great players and is therefore worth measuring.

For a striker in soccer, this can be when the ball is kicked by a playerfrom the attacking team behind the oppositions defence to be received byattacking striker running on to the ball. A striker that can executethis effectively and often will be very dangerous in terms of scoringgoals.

In this classification, the ball is kicked by the attacking team behindor in line with the average location of the nearest 2 defenders inrelation to the striker and where it is received by the attackingstriker in the attacking third of the field. The striker is runningfaster than the nearest two players in the defensive line which is 140%of the defensive players speed and the attacking strikers pick uppossession of the ball behind or level to the average location of thenearest two defenders to the ball. The goal keeper is not included inthis. The attacking striker is not deemed off side when the ball ispassed.

The analysis is that a goal was scored (the ball went into the goal) ora goal shot attempt was made. (The ball narrowly missed the goal.)

A goal shot attempt was made where the ball went out over the goal linewithin a zone where the maximum distance either side of the goal mouthwas no more than 1.5 m outside of either goal post as it crosses thegoal line and the last touch was an offensive player which defines ashot at goal.

Further analysis is to determine whether this resulted in an offensivecorner or throw in.

Classification:

-   -   i. Playing Event: a goal shot attempt was made    -   ii. Offense/Defense: the reference first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        the ball comes into possession of the reference first player        either behind the nearest 2 defenders or in line with the        average location of the nearest 2 defenders.    -   iv. First Player Location on the Field: attacking third    -   v. Ball Location on the field: attacking third    -   vi. Location of Other Players (second or more players): the        reference first player is either behind the nearest 2 opposition        defenders or in line with the average location of the nearest 2        opposition defenders.        -   The defensive or opposition players make up at least a            second or more players.        -   See FIG. 16            7.5 Vision in the Build Up

This classification describes the striker's ability to create spacearound them to receive the ball passed by another player from theirteam. Space is described as a comfortable distance between the referencefirst player and all other players so that passing and receiving of theball is less under pressure for losing possession.

The only classification is that the first player receives the ball anddata is analysed based on this. The classifications could be broken downinto the defensive third, middle third and attacking thirds of thefield.

The analysis is the measure of amount of space (distance from otherplayers) when the ball was received (square meters), the success of thepass to next player in terms of whether the receiving player receivedthe ball, the space the player the ball was passed to had in terms ofdistance from other opposition players.

Classification:

-   -   i. Playing Event: a pass was made (the ball moved from one        player to another for players on the same team).    -   ii. Offense/Defense: the reference first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        the ball comes into possession of the reference first player    -   iv. First Player Location on the Field: not applicable    -   v. Ball Location on the field: not applicable    -   vi. Location of Other Players (second or more players): the        defensive players are far enough away from the first player that        the first player maintains accurate passing and receiving of the        ball.        -   The defensive or opposition players make up at least a            second or more players.        -   See FIG. 17            7.6 Movement Off the Ball

Movement off the ball is a measure to see if the offensive strikercontributed to a goal being scored by pulling opposition defenders awayfrom their effective defence formation.

The initiator in terms of detection for this classification is that theball went out over the goal line (in the penalty box) or a FinishingSitter occurred.

A goal shot attempt was made where the ball went out over the goal linewithin a zone where the maximum distance either side of the goal mouthno more than 1.5 meters outside of either goal post as it crosses thegoal line. The last touch was an offensive player which defines a shotat goal.

The classification is that the reference first player was in theattacking third and took one or more defensive opposition playersfurther away from the goal or the defensive formation broke up. (thedistance between 1 or more defensive players changed.) This situationoccurred 5 or less seconds before the goal was scored.

The analysis is based on whether a goal was scored, an offensive corneror throw in were given.

Classification:

-   -   i. Playing Event: a goal shot attempt was made    -   ii. Offense/Defense: the reference first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        the reference first player is not in possession of the ball    -   iv. First Player Location on the Field: the attacking third    -   v. Ball Location on the field: not applicable        -   Location of Other Players (second or more players): one or            more defenders closest to the reference first player moved            further away from the goal measured by a vector or the            defensive formation changed. (The distance between 1 or more            defensive players changed.) This occurred within 5 seconds            of the goal being scored.        -   The defensive or opposition players make up at least a            second or more players.        -   See FIG. 18            7.7 Composure

Composure measures the players ability to be calm and in control underpressure. In this case pressure is based on the proximity and number ofdefenders in relation to the first player. It is the striker's abilityto pull players in and tie them up defensively without losing the ball.

The initiator is that the first player receives the ball in theattacking third with 2 or more defenders within 3 meters of the firstplayer with the ball.

The classification is that the attacking striker or first player is inpossession of the ball for a period of time that is longer than 5seconds and less than 10 seconds where there are 2 or more oppositiondefensive players within 3 meters of the offensive striker.

The analysis involves the accuracy of the pass that was made followingthis (another player on the offensive team came into possession), thenumber of players within 3 meters, and the length of time the playerheld the ball for.

Classification:

-   -   i. Playing Event: not applicable    -   ii. Offense/Defense: the reference first player's team is in        possession    -   iii. First Player Location in relation to location of the Ball:        the reference first player is in possession (for more than 5        seconds and less than 10 seconds)    -   iv. First Player Location on the Field: in the attacking third    -   v. Ball Location on the field: in the attacking third    -   vi. Location of Other Players (second or ore players): 2 or more        opposition defensive players are within 3 meters of the        attacking reference player who is in possession        -   The defensive or opposition players make up at least a            second or more players.            -   See FIG. 19

8 Definitions for Sensor Types

It is envisaged that the system is configurable to work with differenttypes of special purpose sensors. It may occur also that the systemutilizes data from sensors from several different devices as is the casewith using a smart phone with internal GPS and heart rate data from aGarmin ANT+ heart rate monitor strap and a stride rate data from anAdidas Speedcell footpod using the ANT+ transmission protocol to senddata to the phone.

There are 3 forms of sensor methods; data recorded by a device worn bythe player for post activity download, data measured on a device by aplayer and transmitted in real time to a base station or data gatheredby triangulation of the location of a player and recorded at a basestation on the side of the field or court for example.

a) Data Recorded on a Device Worn by a Player

Sensors worn by the player that record data include the Adidas Speedcelland the Bemeister soccer system. The Adidas Speedcell is the most simplewith a footpod worn internally in a player's boot which contains anaccelerometer with a number of algorithms that can determine speed andstride rate. This system can use the ANT+ transmission protocol totransmit data to an iphone for real time representations of data or canbe plugged into a computer for download post game or training session.

The Bemeister system involves a foot pod inserted into the player's bootwhich sends speed data to a wrist watch and a ball that contains asensor which also sends data to the watch. The watch can be downloadedto a computer post game or workout.

Other systems by GPSports, Zephyr and Catapult sports carry GPStracking, magnetometers, accelerometers, gyroscopes, and heart ratesensors worn by players during training and games.

b) Data Gathered by Sensors and Transmitted to a Base Station in RealTime

Some more sophisticated systems like the Adidas micoach elite teamsystem has players wearing purpose built clothing that has heart rate,and speed sensors contained in a pod inserted into the back of acompression under garment that use sophisticated algorithms to calculatepower and acceleration. This data is transmitted in real time to a basestation for real time data analysis.

c) Data Gathered by Triangulation

Over time there have been several methods that have used transpondersworn by players sending data on location in real time to receivers setaround a playing field that triangulate player locations but these havebeen less successful.

However, what has been very successful are systems that use videofootage for assessment of location of players. There are several systemsin operation being Vistrak in Germany, Sportvu in the United States andProzone in the United Kingdom. All systems require a number of videocamera's placed at different locations and angles around a playingfield, court or rink. These systems are connected together and usealgorithms combined with the different angles of the cameras totriangulate location of each player on the field as an x (latitude), y(longitude) and z (vertical) coordinate over time.

The invention disclosed is based on assessment of location and any teammonitoring system that provides location data on players and if possiblethe ball can utilise the disclosed invention.

9 System Requirements

It will be appreciated that the system of the invention may beimplemented on any suitable hardware system, platform or architecture.The hardware system may be provided on-board a device used by the useror on a remote server for example, and preferably comprises at least aprocessor for running the classification system and in particular thealgorithms, at least one memory component for storing at least thealgorithms and the threshold criteria, and interface circuitry forcommunicating with external components that either directly orindirectly provide sensor output data. It will be appreciated that theprocessor may be any form of programmable hardware device, whether aCPU, Digital Signal Processor, Field-Programmable Gate Array,Microcontroller, Application-Specific Integrated Circuit, or the like.

There are 3 possible configurations for housing the classificationsystem.

The data is processed ‘on board’ a measurement device (i.e. theclassification system is within the measurement/monitoring device),

Data is processed via manual (controlled by user) or automatic transfer(upload and download) of data via a communications network (e.g.telecommunications, wifi etc) to a remote server that contains theclassification system,

or manual or automatic transfer of data to a computer that eithercontains the system or that transfers (upload and download) the data toa remote server that contains the system.

The system may house the infrastructure for the classification and allowa person, trainer or coach to input the one or more parameters and/orthe one or more associated thresholds that define an activity.

FIG. 20 shows an exemplary diagram of a user 2000 exercising or engagingin one or more activities during a game whilst wearing one or moreparameter sensing devices 2100 (which can be any combination of devicesas explained in the sensor types section above). The device(s) 2100collect information on the activity session and in particular datastreams associated with the parameters required to classify theactivities performed during the user's exercise/activity session. Thedevice(s) 2100 may automatically process the data ‘on board’ (ormanually when the user prompts the device to process the data forexample) if the classification system is housed within the monitoringdevice(s). Alternatively or in addition the data may be automaticallysent over to an analysis system 2400 (which may reside in a remoteserver or a home computer), either wirelessly or via cables, and if sentto a remote server preferably e.g. via a network. Instead of automatictransmission of the data, the user may upload the data manually to ahome computer 2200 connected to the analysis system 2400 via a network2300 or even directly to a remote server where the analysis systemresides. The system (whether in the monitoring device, personal computeror remote server or elsewhere) processes the data by accessing memory2500 (again this may be in the monitoring device, personal computer orremote server and is not necessarily in the same place as the processingcircuitry) containing the classification system algorithms and thresholdcriteria (and preferably user information) to determine the activitiesconducted and the level of performance as described above. The system2400 may then interpret this data and any other activity data providedby the devices 2100 to provide feedback to the user and/or alter atraining program stored in memory 2500. The analysis system 2400 maycommunicate to the user's computer or devices 2100 via any communicationmeans known in the art.

Another configuration of the method is shown in FIG. 21 where locationof players on a field, court or playing area 3000 is triangulated byvideo cameras 3100 placed around the playing area and the locations ofeach player per time period are identified by algorithms that combinethe video data to determine location 3200. This data is then supplied tothe classification system 3300 which then analyses the data.

The invention is also intended to cover a method of analysing anexercise session or game as employed by the system described above.

The foregoing description of the invention includes preferred formsthereof. Modifications may be made thereto without departing from thescope of the invention.

The invention claimed is:
 1. A method of analyzing a sporting activitycomprising: receiving location data associated with a first player, asecond player, and a game object; determining, in view of the receivedlocation data, a relative location of the first player in relation to alocation of the game object and a location of the second player;comparing, by a processor, the determined relative location of the firstplayer with a set of player positions associated with a team formation;determining a match between the determined relative location of thefirst player and a player position of the set of player positions; andlabeling, by the processor, the first player with the player positionassociated with the team formation, wherein the player position is adefensive position.
 2. The method of claim 1 wherein the receivedlocation data associated with the first player, the game object, and thesecond player includes location data in relation to a playing area. 3.The method of claim 2 wherein the received location data comprises atleast one set of location values within a coordinate system.
 4. Themethod of claim 3 wherein the playing area is generally rectangular inshape and comprises four corners, and wherein the coordinate system iscentered on a location of one of the four corners of the playing area.5. The method of claim 3 wherein the at least one set of location valuesrepresents a location in two dimensions in relation to a referenceplane.
 6. The method of claim 3 wherein the at least one set of locationvalues represents a location in three dimensions in relation to areference plane.
 7. The method of claim 2 wherein the relative locationof the first player includes at least one set of location values withina coordinate system centered on a location of the second player inrelation to the playing area.
 8. The method of claim 2 wherein therelative location of the first player includes a distance between thefirst player and the game object.
 9. The method of claim 8 wherein therelative location of the first player includes: a first distance betweenthe first player and the game object at a first timestamp; and a seconddistance between the first player and the game object at a secondtimestamp.
 10. The method of claim 9 wherein the relative location ofthe first player includes a change between the first distance and thesecond distance.
 11. The method of claim 2 wherein the relative locationof the first player includes at least one set of location values withina coordinate system centered on a location of the game object inrelation to the playing area.
 12. The method of claim 1 wherein therelative location of the first player includes a distance between thefirst player and the second player.
 13. The method of claim 12 whereinthe relative location of the first player includes: a first distancebetween the first player and the second player at a first time stamp;and a second distance between the first player and the second player ata second timestamp.
 14. The method of claim 13 wherein the relativelocation of the first player includes a change between the firstdistance and the second distance.
 15. The method of claim 1 wherein theset of player positions includes a plurality of location values within acoordinate system.
 16. The method of claim 15 wherein the set of playerpositions represents a set of location values within a thresholdtolerance from a reference location.
 17. The method of claim 1 whereinthe relative location comprises a plurality of relative locationscomprising a relative location of the first player in relation to thelocation of the game object and a relative location of the first playerin relation to the location of the second player.
 18. The method ofclaim 1 wherein the relative location is associated to at least one gameevent.
 19. The method of claim 1 wherein the first player is associatedto a first team participating in the sporting activity and the secondplayer is associated to a second team participating in the sportingactivity.
 20. The method of claim 19 wherein the first team and thesecond team are the same.
 21. The method of claim 19 wherein the firstteam and the second team are different.
 22. The method of claim 1further comprising receiving, in relation to the sporting activity, oneor more of: effort parameters; physiological status; postural status;biomechanical status; and environmental status.
 23. The method of claim1 wherein the received location data associated with the first playerand second player includes data obtained from at least one device wornby the first player, the second player, or the first player and secondplayer respectively.
 24. The method of claim 23 wherein the at least onedevice includes a memory configured to store location data.
 25. Themethod of claim 23 wherein the at least one device includes atransmitter configured to transmit location data to a base station. 26.The method of claim 1 wherein the received location data associated withthe first player, the second player, and the game object includes dataobtained from a plurality of video cameras.
 27. The method of claim 1wherein the received location data associated with the first player, thegame object and the second player is associated to a live sportingactivity.
 28. The method of claim 1 wherein the received location dataassociated with the first player, the game object and the second playeris associated to a historical sporting activity.
 29. The method of claim1 wherein the game object comprises an object the possession of which isdesirable during the sporting activity.
 30. The method of claim 29wherein the game object comprises a ball for use in a sporting activity.31. The method of claim 29 wherein the game object comprises a puck foruse in a sporting activity.
 32. A tangible computer readable mediumhaving stored thereon computer-executable instructions that, whenexecuted by a processor, cause the processor to perform the method of:receiving location data associated with a first player, a second player,and a game object; determining in view of the received location data arelative location of the first player in relation to a location of thegame object and a location of the second player; comparing, by theprocessor, the determined relative location of the first player with aset of player positions associated with a team formation; determining amatch between the determined relative location of the first player and aplayer position of the set of player positions; and labeling, by theprocessor, the first player with the player position associated with theteam formation.
 33. A classification system comprising: a memory; aprocessor operatively coupled to the processor, wherein the processor isto: receive location data associated to a first player, a second player,and a game object; determine in view of the received location data arelative location of the first player in relation to a location of thegame object and a location of the second player; compare the determinedrelative location of the first player with a set of player positionsassociated with a team formation; determine a match between thedetermined relative location of the first player and a player positionof the set of player positions; and label the first player with theplayer position associated with the team formation.
 34. The system ofclaim 33 wherein the received location data associated to the firstplayer, the game object, and the second player includes location data ofthe first player, the game object, and the second player respectively inrelation to a playing area.
 35. The system of claim 34 wherein thereceived location data associated to the first player, the game object,and the second player in relation to the playing area comprises at leastone set of location values within a coordinate system.
 36. The system ofclaim 35 wherein the playing area is generally rectangular in shape andcomprises four corners, and wherein the coordinate system is centered ona location of one of the four corners of the playing area.
 37. Thesystem of claim 36 wherein the at least one set of location valuesrepresents a location in three dimensions in relation to a referenceplane.
 38. The system of claim 37 wherein the relative location of thefirst player includes a distance between the first player and the secondplayer.
 39. The system of claim 38 wherein the relative location of thefirst player includes: a first distance between the first player and thesecond player at a first timestamp; and a second distance between thefirst player and the second player at a second timestamp.
 40. The systemof claim 39 wherein the relative location of the first player includes achange between the first distance and the second distance.
 41. Thesystem of claim 37 wherein the relative location of the first playerincludes a distance between the first player and the game object. 42.The system of claim 41 wherein the relative location of the first playerincludes: a first distance between the first player and the game objectat a first timestamp; and a second distance between the first player andthe game object at a second timestamp.
 43. The system of claim 42wherein the relative location of the first player includes a changebetween the first distance and the second distance.
 44. The system ofclaim 35 wherein the at least one set of location values represents alocation in two dimensions in relation to a reference plane.
 45. Thesystem of claim 34 wherein the relative location of the first playerincludes at least one set of location values within a coordinate systemcentered on a location of the second player in relation to the playingarea.
 46. The system of claim 34 wherein the relative location of thefirst player includes at least one set of location values within acoordinate system centered on a location of the game object in relationto the playing area.
 47. The system of claim 46 wherein the set ofplayer positions includes a plurality of location values within acoordinate system.
 48. The system of claim 47 wherein the set of playerpositions represents a set of location values within a thresholdtolerance from a reference location.
 49. The system of claim 33 whereinthe relative location comprises a plurality of relative locationscomprising a relative location of the first player in relation to thelocation of the game object and a relative location of the first playerin relation to the location of the second player.
 50. The system ofclaim 48 wherein the reference location is associated to at least onegame event.
 51. The system of claim 50 wherein the first player isassociated to a first team participating in the sporting activity andthe second player is associated to a second team participating in thesporting activity.
 52. The system of claim 51 wherein the first team andthe second team are the same.
 53. The system of claim 51 wherein thefirst team and the second team are different.
 54. The system of claim 33wherein the data acquisition module is further adapted to receive, inrelation to the sporting activity, one or more of: effort parameters;physiological status; postural status; biomechanical status; andenvironmental status.
 55. The system of claim 33 wherein the receivedlocation data associated to the first player and/or second playerincludes data obtained from at least one device worn by the firstplayer, the second player, or the first player and second playerrespectively.
 56. The system of claim 55 wherein the at least one deviceincludes a memory configured to store location data.
 57. The system ofclaim 55 wherein the at least one device includes a transmitterconfigured to transmit location data to a base station.
 58. The systemof claim 33 wherein the received location data associated to the firstplayer, the second player, and/or the game object includes data obtainedfrom a plurality of video cameras.
 59. The system of claim 33 whereinthe received location data associated to the first player, the gameobject and/or the second player is associated to a live sportingactivity.
 60. The system of claim 33 wherein the received location dataassociated to the first player, the game object and/or the second playeris associated to an historical sporting activity.
 61. The system ofclaim 33 wherein the game object comprises an object the possession ofwhich is desirable during the sporting activity.
 62. The system of claim61 wherein the game object comprises a ball for use in a sportingactivity.
 63. The method of claim 61 wherein the game object comprises apuck for use in a sporting activity.